GGReload/Axl Low/Frame Data

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System Data[edit]

Defense Modifier: x1.06

Guts Rating: 1

Weight: Medium (x1.00)

Stun Resistance: 60

Jump Startup: 4F

Backdash Time: 16F / Invul: 1~8F

Wake-Up (Face Up/Down): 36F / 32F


Normal Moves[edit]

Note: Startup value in [ ] indicates Startup of the weapon's max range.

Version Damage TG GB+ GB- Lv Guard Cancel Startup Active Recovery Frame Adv.
5P 32 2.6 - - 2 Mid SR 7 8 14 -10
  • Knockds down opponent on air CH
5K 16 2.6 - - 2 Mid SR 6 3 8 +1
c.S 28 3.8 - - 4 Mid SJR 7 6 10 +1
f.S 33 2.6 - - 3 Mid SR 9 3 22 -11
  • Staggers opponent on CH (max 39F)
5H 42 3.8 - - 5 Mid SR 16 4 17 -2
5D 20 3.8 - - 4 High 26 6 15 -4
  • 17-25F Foot inv
6P 32 2.6 - - 3 Mid SJR 9 2 17 -5
  • 1-10F, 16-27F Upper body inv
  • Floats opponent on ground CH
  • Blows opponent away on air CH
6K 36 3.8 - - 4 Mid SJR 11 4 23 -13
  • Blows opponent away and knocks opponent down on air CH
6H 46 3.8 - - 5 High R 23 9 0+9L +1
  • 11-31F Airborne
2P 28 2.6 - - 2 Low SR 11 4 18 -12
2K 9 1.4 - - 1 Low SR 7 6 6 -1

3-15F Low profile

  • Initial prorate 70%
2S 34 2.6 - - 3 Mid SJR 9 5 20 -14
2H 40 3.8 - - 5 Low RF 11 8 22 -11
  • Staggers opponent on ground hit (max 45F)
2D 30 2.6 - - 3 Low SR 7 8 12 -8
3P 24 2.6 - - 3 Low SR 11 4 8 +2
  • Knocks down opponent on hit
  • Initial prorate 50%
j.P 10 1.4 - - 1 High, Air SR 7 4 9 -
j.K 18 2.6 - - 3 High, Air SJR 8 8 12 -
  • Blows opponent away on air hit
j.S 28 2.6 - - 3 High, Air SR 9 7 18 -
j.H 38 2.6 - - 3 High, Air SR 10 12 9 -
j.D 44 2.6 - - 3 High, Air SR 10 6 18+5L -
  • Knocks down opponent on ground hit
j.6P 16 2.6 - - 2 High, Air SR 7 6 14 -
Ground Throw 50 - - - - Throw: 45 Pixels - - - - -
  • Knocks down opponent
  • Initial prorate 50%
Air Throw 60 - - - - Throw: 110 Pixels - - - - -
  • Knocks down opponent
  • Initial prorate 50%
DAA 25 2.6 - - 3 All R 17 4 8 +2
  • 1-20F Full inv
  • 21-24F Throw inv
  • 25-28F Upper body inv
  • Wall bounces opponent on hit
  • Initial prorate 50%

Special Moves[edit]

Version Damage TG GB+ GB- Lv Guard Cancel Startup Active Recovery Frame Adv.
S Raiei Sageki
63214S
45 2.0/4.8 - - 5 High, Air R 28 4 19+6L -4
  • 4F onwards airborne
  • Floats opponent on hit
Raiei Sageki
63214H
20*3 1.0/1.2 - - 3 High, Air RF 74 28 35 -
  • 4F onwards airborne
  • 102-116F Strike inv
  • 117-124F Above knees inv
  • Knocks down opponent on hit
  • Hitstop 6F
  • Max 3 hits
S Benten Gari
623S
46 1.5/4.8 - - 4 Mid R 4 4 31 -18
  • 1-3F Full inv
  • 4-5F Throw inv
  • Floats opponent on hit
  • Initial Prorate 90%
H Benten Gari
623H
36,24 1.8/4.8 - - 5 Mid R 9 4(4)1(2)1 33 -18
  • 1-10F Throw inv
  • 32F onwards can cancel into Followup Axl Bomber
  • Floats opponent on hit
  • On crouch block, frame adv is -26F
Followup Axl Bomber
H Benten Gari > 623H
55 2.0/4.8 - - 5 All R 13 4 Until L+10 -
  • Axl is in CH state until landing
Rensen Geki
[4]6S
20*3 2.5/1.2 - - 5 Mid F 12 1*12 39 -15
  • Knocks down opponent on ground hit
  • Total 62F
  • Max 3 hits
  • 41F onwards can cancel into followup attacks
  • Must charge back for at least 30F before Rensen Geki can be used
  • Frame adv listed is when Axl and opponent are standing next to each other
Kyokusa Geki
Rensen Geki > 8
35 1.5/1.2 - - 5 Mid - 1 12 35 -13
  • Floats opponent on hit
  • Knocks down opponent on CH
Sensa Geki
Rensen Geki > 2
26*5 -/2.4 - - 3 Low R 7 2(5)*4,2 17 -5
  • Hitstop 5F
  • Knocks down opponent on hit
Rashou Sen
[4]6H
1,80 3.0/1.2 - - - Unblockable - 27 16 50 -
  • Knocks down opponent on hit
  • Dizzy modifier x0
  • Must charge back for at least 30F before Rashou Sen can be used
P Tenhou Seki
214P
110 -/1.2 - - - - - - - Total 29 -
  • 4-19F Can catch non-projectile attacks that hit high/mid
  • Knocks down opponent on hit
K Tenhou Seki
214K
110 -/1.2 - - - - - - - Totak 29 -
  • 4-19F Can catch non-projectile attacks that hit low/mid
  • Knocks down opponent on hit
Hachisubako
623P
60 -/3.8 - - 5 F R 16 3 27 -
  • Wall bounces opponent on hit
  • 2-17F Catches high/mid attacks
  • On successful catch, Axl becomes strike inv for 15F
  • On successful catch, for 2-19F Axl can cancel into followup super
  • On successful catch, opponent can not input moves during hitstop
Axl Bomber
j.623H
60 2.0/4.8 - - 5 All R 9 4 Until L+10 -
  • Knocks down opponent on ground hit
  • Axl is in CH state until landing
  • Can not be performed when close to the ground

Overdrives[edit]

Version Damage TG GB+ GB- Lv Guard Cancel Startup Active Recovery Frame Adv.
Byakue Renshou
2363214H
50*2,30*5 - - - 5 Mid 14+1 4,4(19)13 41 -14
  • 1-16F Full inv
  • 17-18F Throw inv
  • Knocks down opponent on hit
  • Axl is in CH state during recovery
  • Max 7 hits
  • Rotating hits around Axl each have hitstop 7F
Shiranami no Homura
Hachisubako Catch > 421P
30*2,50 - - - 3*2,4 Mid*2, HLA R 7+8 9,9(13)4 37 -49
  • 1-14 Strike inv
  • Floats and knocks down opponent on hit
  • 2nd hit has hitstop 6F

Instant Kill[edit]

Version Damage TG GB+ GB- Lv Guard Cancel Startup Active Recovery Frame Adv.
Rensen Ougi: Midare Gami
in IK Mode: 236236H
DESTROY - - - - HL - 13+15 37 3 -6
  • IK Mode activation: 90F
  • 13-18F Strike inv

Gatling Table[edit]

Ground Gatlings
P K S H D Cancel
5P - 6K 2S - - Sp
2P - - f.S 6H - Sp
6P - - c.S, f.S, 2S 5H, 2H 5D, 2D Jump, Sp
3P - - f.S, 2S 5H, 2H, 6H 5D, 2D Sp
5K 5P, 2P, 6P, 3P - c.S, f.S, 2S 5H, 2H 5D, 2D Sp
2K - - c.S, f.S, 2S 2H 5D, 2D Sp
6K - - 2S 6H - Jump, Sp
c.S 5P, 2P, 6P - f.S, 2S 5H, 2H, 6H 5D, 2D Jump, Sp
f.S - - - 5H 5D Sp
2S - 6K - - - Jump, Sp
5H - - - 6H 5D, 2D Sp
2H - - - 6H 5D, 2D -
6H - - - - - -
5D - - - - - homing jump
2D - - - - - -


Air Gatlings
P K S H D Cancel
j.P j.6P j.K j.S j.H j.D Sp
j.6P - - - - - Sp
j.K j.P, j.6P - j.S - j.D Jump, Sp
j.S j.P, j.6P - - j.H - Sp
j.H - - - - j.D Sp
j.D - - - - - Sp
  • 5D can be only canceled into Homing Jump on ground hit
Black = On Hit or Block
Green = Available on whiff
Sp = Special Attacks and Overdrives (aka: Specials and Supers)
Su = Overdrives (aka: Supers)

Navigation[edit]


Ambox notice.png To edit frame data, edit values in GGReload/Axl Low/Data. Be sure to update both the move and the move Full sections. One is shown on the character page, while the other is shown on the frame data page.
Guilty Gear XX #Reloade
Click [*] for character's frame data
System Explanations

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